[MOD] Sevo's CivFanatics Fusion 2.0

Sevo,

Every time I read your quote:

Two muffins are baking in an oven. They sit there for a while, when finally one muffin turns to the other and says, "Hey, is it just me, or is it hot in here?", at which point the other muffin cries out, "Oh my God! A talking muffin!"

I start cracking up...It doesn't matter how many times I've read it! Laughing now in fact! Oh man...

I look forward to your new upgrade. Hell, it's the same feeling I get when awaiting any official game patch.

CU,

John
 
Sevo, I wanted to say that I'm very impressed with your composite mod, and I am looking forward to the new release very much

I hestitate to critique such an excellent mod, but if I may, I'd like to ask you to consider a few issues relating to game balance when playtesting your next release.

(1) The Celtic UU is very powerful, with several bonuses: It can be built as soon as you research bronze working, without the need to actually mine copper. It gets free woodsman 1 & 2 promotion, which it retains if upgraded. It gets +60% vs melee, instead of the axemen's +50% (this is important because of the addition of the hypaspist, since opponents are less likely to have archers guarding thier cities). I have found that a bronze working rush often allows me to take my entire continent without even builing a worker. Please consider toning it down to +50% vs melee, and either woodsman 1 only, or a bonus to defend in forests.

(2) Many of the lost wonders are very powerful for thier cost. I'd like to point out the Mausoleum, which is a much cheaper version of Notre Dame, and the Theory of Evolution, which is a Statue of Liberty and Oracle combined. Magellan's Expedition gives a ton of bonuses, and the Tsukiji Fish Market can turn a city with a lot of water tiles into a size 30+ city! Keep in mind that a high cost isn't much of a deterrent when a great engineer can build one of these in a single turn.

(3) Are the extra resources - tuna, books, and ancient temples - strictly necessary? They are interesting, and I believe I understand why each of them is there, but the addition of any new resources does change the delicate balance of the game.

Please realize that I am not criticizing, by any means. I love your mod, and have been very happy playing it. But since you will be releasing a new version, I hope that you might think about some of my ideas as ways to make it even better!
 
The word on the street is that sevomod has an update on the way. Is this true? If so.. when? what? how?:banana:
The only thing i really miss in this mod is making the religions more realistic and individual, The only difference in religions in the original game is the symbole and some wonders, and thats boring. So is this coming in the udate? Is it sevo, is it? is it? it is isnt it sevo? or isnt it isnt it?:hammer2:
 
I know this doesn't belong in this sevomod specifically..but, is there any chance someone can write a mod/script, something to automate units..i.e. Airunits patrol/recon each turn automatically..or set paths for units to follow each turn automatically..i.e. I want a patch around some hills and then across flatlands, it takes 3turns for a unit to walk back and forth, so I can let them walk once now, but what if I just want them to walk this way over and over again, is there any chance you could add such a thing to the sevomod?
 
Sevo, will you be including TheLopez' Mercenary Mod into yours? It looks absolutely awesome and seems to be specifically tailored to be incorporated easily into existing mods like yours.
 
Sevo,

I have Longbowman taking down bombers. Now granted I used World Builder in my game, but I wonder if this would happen in a "real" game too.

John
 
JohnYoga said:
Sevo,

I have Longbowman taking down bombers. Now granted I used World Builder in my game, but I wonder if this would happen in a "real" game too.

John

HUH? Only air units, or SAM infantry can intercept bombers. I've never seen longbowmen taking down anything that flies, save the occasional gunship. Are you sure it was a longbowman that intercepted the bomber?
 
It depends on the location of the bombers and the longbowmen. If the longbowmen are ATTACKING, and the bombers are based in a neutral city, they will win every time. This is because the bombers have no defensive value and receive none from the neutral city (nor from neutral troops).
 
Shoot--I wrote a long response to all of you guys and the hampsters running my CPU ate it. Here's the quickie:

@Gwythur : I agree with you on all 3 counts and I'll be addressing this in the next release. Comments appreciated!

@ mrgenie: Yes, it's doable, and not a bad idea at that. I won't be able to get to it right away, but I will look at the idea for a future release.

@ John Yoga: Longbowmen shouldn't be able to take down bombers! But I'm glad you like the muffin joke...most people don't get it...

@Dragonlord: probably not: I don't the the AI will "get it". But I agree with you that it's a very cool idea and would be great in multiplayer games.

No set timeframe on the release: I have a lot of stuff on the list, but I'm working on it daily and making good progress. It took me a while on Sunday but I've reworked techConquest extensively. The biggest change/addition is the technology gap between the victorious civ and the tech being gained. If it's far beyond the civ's current tech level, they won't learn as much (if you've just learned monarchy, fission is a bit hard to grasp). On the other hand, if you've developed an aegis cruiser, picking up pottery is a no-brainer.

Anyway, I also discovered that it's possible not only to reskin the leaderheads, but to change their animation files with other leaders. The leaders below are going to be Solomon and Hannibal. They use Asoka and Alexander for skin, but they use Saladin and ceasar for animations. The effect is pretty good, really, and it helps that they don't greet you the same way as their counterparts!

solalex9an.png
 
Those look really good Sevo. Have you thougth any more about Lopez's mercenaries mod or the Great Person mod by Patricius?
 
I like the new leaderheads. Good job on them. I can't wait for the next release.
 
Heck Sevo,

I found another bug, but since lately I have been playing only your mod, I have no idea if this is really a bug in the original game or this mod:

I paid off my bud Napoleon to fight Alexandar with me. For the hundreds of years I battled with Alexandar, and even the years after we kissed and made up, Napoleon was still fighting him...BUT, Napoleon never engaged Alexandar in combat!

Now tell me Sevo, is this a bug? And have others seen this, and the "Longbowman taking down Bombers" bug in the vanilla game? If it stems from the vanilla game, I should pack my "bug bag" up and go to the main game bug section and report it.

Regards,

John
 
Sevo said:
@Dragonlord: probably not: I don't the the AI will "get it". But I agree with you that it's a very cool idea and would be great in multiplayer games.

Still regarding the Mercenary Mod (don't want to bug you, though):
In TheLopez' thread they stated the AI was using it reasonably well. Maybe give it a try?
Haven't tried it myself yet, because I'd have to play Vanilla (apart from the mercenaries of course)... I may give it a shot though.
 
JohnYoga said:
Heck Sevo,

I found another bug, but since lately I have been playing only your mod, I have no idea if this is really a bug in the original game or this mod:

I paid off my bud Napoleon to fight Alexandar with me. For the hundreds of years I battled with Alexandar, and even the years after we kissed and made up, Napoleon was still fighting him...BUT, Napoleon never engaged Alexandar in combat!

Were Alxeander and Napoleon adjacent, or were their empires separated by a neutral territory?(By neutral, I mean someone who wasn't at war with them.) I think that if there's someone between two AIs, and the AI is convinced to fight the other AI, they wo't do it. At least, that's what I've observed.
 
Dragonlord said:
Still regarding the Mercenary Mod (don't want to bug you, though):
In TheLopez' thread they stated the AI was using it reasonably well. Maybe give it a try?
Haven't tried it myself yet, because I'd have to play Vanilla (apart from the mercenaries of course)... I may give it a shot though.

I looked through the thread earlier, and he does state that the AI use the mercenaries. I like the idea of this mod, but I'm going to have to play it for a while to see if the AI are using it effectively or haphazardly. Really, you'd only want to hire mercenaries when you were on the losing end of a war and needed numbers badly and had money to compensate. If the AI is just hiring mercenaries at random and not putting them to use, ie., in combat while they're being paid for, then the AI is wasting it's money. Mods like these can be very complex to whittle out in terms of global game effects.
 
Well winning side could use mercanaries to cut cost too, like if they have to travel long and if you get a "hero" unit that so you dont need so many other units, for example.
 
Sevo awesome mod I have been enjoying it thus far. Sorry to be redundant as I have seen other people ask this before in another thread. I would love to see some more major modification to the UN. I can only imagine how difficult this is to do. But I am sure we all agree how interesting civ would be if say the UN could inforce trade embargo's or vote to declare a civ the UN enemy etc. Anyway thanks again for the awesome mod.
 
Hi Sevo

Congratulations on such a great mod whilst still true to Civ IV basics.

Lost Units and Lost Wonders should be especially interesting!

I have one very simple question - Have you fixed the XP bug from the original Civ IV release.

Units with high XP would have their XP reset to 10 when upgraded - this probleme was fixed in the small mod SD-UnitXP. I have been playing Sd-UnitXP as the loss of 50 or 60 XP points is impossible to recover on older and more promoted units.

Thanks again for the great mod!!!!!

Lloyd
 
FairStart have changed the xp cap, but it's not a bug really but a design decision.
 
Back
Top Bottom